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      <base href="https://bugs.freedesktop.org/">
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    <body><table border="1" cellspacing="0" cellpadding="8">
        <tr>
          <th>Bug ID</th>
          <td><a class="bz_bug_link 
          bz_status_NEW "
   title="NEW - Textures seem to be byteswapped on big endian architectures"
   href="https://bugs.freedesktop.org/show_bug.cgi?id=109371">109371</a>
          </td>
        </tr>

        <tr>
          <th>Summary</th>
          <td>Textures seem to be byteswapped on big endian architectures
          </td>
        </tr>

        <tr>
          <th>Product</th>
          <td>Mesa
          </td>
        </tr>

        <tr>
          <th>Version</th>
          <td>18.3
          </td>
        </tr>

        <tr>
          <th>Hardware</th>
          <td>PowerPC
          </td>
        </tr>

        <tr>
          <th>OS</th>
          <td>Linux (All)
          </td>
        </tr>

        <tr>
          <th>Status</th>
          <td>NEW
          </td>
        </tr>

        <tr>
          <th>Severity</th>
          <td>normal
          </td>
        </tr>

        <tr>
          <th>Priority</th>
          <td>medium
          </td>
        </tr>

        <tr>
          <th>Component</th>
          <td>Drivers/DRI/nouveau
          </td>
        </tr>

        <tr>
          <th>Assignee</th>
          <td>nouveau@lists.freedesktop.org
          </td>
        </tr>

        <tr>
          <th>Reporter</th>
          <td>kungfujesus06@gmail.com
          </td>
        </tr>

        <tr>
          <th>QA Contact</th>
          <td>nouveau@lists.freedesktop.org
          </td>
        </tr></table>
      <p>
        <div>
        <pre>When using an NV43 based GPU on a PPC64 kernel with a 64 bit userspace, it
seems applications will have byte swapped textures when specified with GL_RGBA
and GL_UNSIGNED_BYTE.  Matplotlib will do this when blit=True for the plot
routines, and several games will have this issue.  In particular, for Legacy
Doom, I've found that if I swap the textures so that they are A,B,G,R just
before the textures are mapped, everything is correct.  

I also found that doing glPixelStorei(GL_UNPACK_BYTES, GL_TRUE) and choosing
GL_UNSIGNED_INT_8_8_8_8 as the representation seemed to also remedy this.  I
found that the _REV variant didn't byte swap the textures back to the incorrect
ordering (this is probably a different bug).

Easiest way to demonstrate the bug:
svn co <a href="https://svn.code.sf.net/p/doomlegacy/svn/legacy_one/trunk">https://svn.code.sf.net/p/doomlegacy/svn/legacy_one/trunk</a> doomlegacy
cd doomlegacy
make OS=LINUX
make
cd bin
Grab this archive:
<a href="https://sourceforge.net/projects/doomlegacy/files/1.47.2/doomlegacy_1.47.2_common.zip/download">https://sourceforge.net/projects/doomlegacy/files/1.47.2/doomlegacy_1.47.2_common.zip/download</a>,
unzip it, extract legacy.wad into the bin directory
Grab this archive:
<a href="https://github.com/freedoom/freedoom/releases/download/v0.11.3/freedoom-0.11.3.zip">https://github.com/freedoom/freedoom/releases/download/v0.11.3/freedoom-0.11.3.zip</a>,
extract, move freedoom1.wad into the bin directory.
Then do:
./doomlegacy -iwad freedoom1.wad -opengl</pre>
        </div>
      </p>


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